Converting monsters from First Edition modules

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BOZ said:
Aberration it is. :) I find it odd that crimson deaths are considered undead – they never were before, were they? I don’t remember ever thinking of them that way, despite the original drawing from the old MM2. ;)

It's odd, I know, but the 2E MM insinuated that crimson deaths are linked to vampires: when a person's physical remains is animated as a vampire, the spectral remains become a crimson mist, and that each vampire has a crimson mist counterpart.

Which I think is a pretty loopy idea.

I'm rather glad that they dropped that concept in 3E.
 

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I’m thinking a raise in Dex might be necessary – maybe 19?

As for the “redeadening” ;) I could find no reference in the old MM2 that suggested anything to do with a crimson death being undead. I looked through the monstrous manual, however, and found this:

“Legends tell of a connection between crimson deaths and vampires. One tale suggests that, when an undead vampire is destroyed, its spirit is transformed into a crimson death. Another tale suggests that, when a vampire is created, the monster's lost soul is reborn elsewhere as a crimson death. This legend also suggests that a vampire may be restored to normal life if it is rejoined by its crimson death counterpart. A third legend says that extremely evil air elementals are condemned and cast out into the Prime Material plane in the forms of crimson deaths.”

Which does not prove that it is undead at all, since the best it has are “legends.” So, while it could be undead, elemental, or even outsider, I’d still say that aberration works best.
 


Blood Drain (Ex): A vampire mist drains blood, dealing 1d3 points of Constitution damage on a successful tendril attack. The vampire mist craves blood, so it usually presses its attack until it can deal at least 8 points of Constitution damage.

For the Envelop attack, does it sound like the crimson death’s seize, a gelatinous cube’s engulf, a simple grapple check, or something else altogether?

I7 said:
If the 'mist's hit roll is 4 or greater than the minimum needed, its enveloping attempt is successful. No further hit rolls are needed; the 'mist automatically inflicts 1d8 points of damage each round thereafter until it flees or is slain. If the 'mist is struck while its victim is enveloped, the damage from the blow is divided evenly between the victim and the 'mist. An enveloped victim may attack the mist physically, without risk of sharing the damage. However, the enveloping damage is constant, disrupting concentration, and thus preventing the victim's use of spells and most magical devices.

MC5 said:
A vampiric mist may attack one victim per round by reaching out with a gaseous tendril. Targets of a vampiric mist are treated as AC 10. Modify this number by the victim's Dexterity, and by the magical protection worn (+1, +2, etc.) but ignore magical shields. The touch of a vampiric mist drains 1d8 points of blood. A hit 4 above the needed to hit number means the mist has enveloped its victim. Enveloped victims are automatically hit each round until either the mist dies, finishes feeding, or retreats. Attacks by other characters against an enveloping vampiric mist divide their damage evenly - half against the mist, half against the victim. Only the enveloped victim may attack the mist without harm to himself. However, because of the disorienting effect of rapid blood loss, enveloped victims may not use any spells or magical devices that require concentration.

also, should the tendril attack be a touch attack or regular melee?
 

I'd mimic the crimson death's ability, since they are related.

Melee touch sounds right for tendrils.
 

On second thought, I don’t really like the seize for these guys. Automatically on any hit, a crimson death (sort of) grapples the opponent. That, and it says nothing about maintaining a hold to get automatic damage. Maybe it should be something more along the lines of improved grab (but not necessarily that)?

(PS, check out the responses i posted to the other threads below) ;)
 

BOZ said:
On second thought, I don’t really like the seize for these guys. Automatically on any hit, a crimson death (sort of) grapples the opponent. That, and it says nothing about maintaining a hold to get automatic damage. Maybe it should be something more along the lines of improved grab (but not necessarily that)?
Check out the belker's smoke form and smoke claws abilities. Would this work here?

BOZ said:
(PS, check out the responses i posted to the other threads below) ;)
Did I reply to all the ones you were referring to?
 

Shade said:
Check out the belker's smoke form and smoke claws abilities. Would this work here?

i'll have a look. :)

Did I reply to all the ones you were referring to?

seems that way. ;)

Whatever shall we do about these? :)

MC5 said:
Vampiric mists automatically sense the presence of any warm-blooded creature within 50 feet.

MC5 said:
Hungry mists take the shortest route possible to the victim, navigating by touch, flowing easily over water or through narrow cracks. Their path can be blocked by nonporous obstacles, but vampiric mists are intelligent and if any reasonable path exists they will find it.

I7 said:
Healthy vampire mists have maximum hit points (8 per die), but are almost never encountered in this state. A 'mist loses 1 hp for each 12 hours without feeding, and is thus always hungry when encountered wandering. It regains hit points by enveloping its victim with its gaseous tendrils, and draining the victim's fluids, turning a pink hue after feeding. The 'mist regains I hit point for each 2 points of blood drained, but this is not regeneration.

MC5 said:
All vampiric mists have maximum hit points (8 per die) when full, but they are almost never encountered in this state. For each 12 hours a mist goes unfed, it loses 1 hit point. Vampiric mists whose hit point totals reach 0 due to starvation die. To regain hit points, vampiric mists must drain fresh blood from living victims (hence the mist's name). For each 2 hit points of blood drained, the mist regains 1 hit point.

I7 said:
A 'mist can normally be damaged only by magical weapons and spells that affect air, including lightning and magic missile spells.

MC5 said:
Normally, a vampiric mist is damaged only by magical weapons or by spells that effect air. Lightning bolt and magic missile are also effective. However, immediately after reaching maximum hit points a vampiric mist takes on substance.

MC5 said:
Blood draining is not a form of regeneration; a mist that loses hit points in combat must heal those points normally. Keep track of a mist's current hit points and its maximum possible for that combat (this total starts at 24 and goes down with damage caused to the mist). Each time the mist is wounded, reduce both the current hit points and the maximum. If the current hit point total ever reaches 0, the mist dies. Hit points gained by draining blood are added to the current hit points, which cannot exceed the maximum total (24 minus damage to the mist). Hit points lost due to starvation are subtracted from the current hit points only. The current hit points may never exceed the mist's maximum hit point total. (After the current battle is over, the maximum hit point totals for any surviving mists return to 24.)
 

just to prove i'm serious, i did have a look. ;)

smoke claws, yes, with some modification of course.

as to smoke form, we can't port that as easily as we did with the vapor rat. the vampire mist is always gaseous, and i'm not even sure that it isn't still mostly gaseous when it is sated and bloody. ;) still, i bet we can use part of that.

combining "smoke claws" with the crimson death's attack and adding some herbs and spices, we get:

Envelop (Ex): A vampire mist can engulf opponents by moving on top of them, as a standard action. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The two creatures are not considered grappled, but the opponent can break free and leave the vampire mist’s space with a successful Escape Artist or grapple check (DC X?). So long as an opponent remains enveloped in a vampire mist, the mist can automatically hit with its tendril attack each round.
 
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Yes!! That's what I was having trouble with; how to handle the mechanics of the 'mist's actual envelop/engulf attack. BTW, have you thought of the mechanics for how the enveloped PC's allies attack the engaged pair? The Greyhawk MC states that an enveloped victim takes half the damage inflicted - do we want to deal with that?

If Dex19 sounds better than natural armor, that's fine by me. That gives the 'mist an AC of 14, assuming no natural armor, right?

Aberration makes sense to me, too.

thom
 

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